The player may use this skill if the ball was thrown to him and missed.
It allows the player to move one square after the ball has scattered. This move is made
after the ball has scattered, but before it hits the ground or can be caught. No dodge
roll is required to make this move. If the move takes the player into the square that the
ball is in then he is allowed to try and catch it. Although a player using a diving catch
ends up on the ground for a moment, because this is a controlled fall he will not be
injured and he will almost instantly regain his feet. Therefore the player is not knocked
over when he uses this skill.

The player may use this skill if an opposing
player that is taking a move or blitz action leaves a square in his tackle zone.
Place the player using this skill prone in the square that the opposing player
has just left. The opposing player must subtract -2 from his dodge roll.

Dodge

A player with the dodge skill is allowed to re-roll the dice if he
fails to dodge out of an opposing players tackle zone. However, the player may only
re-roll one failed dodge roll per team turn. In addition, the dodge skill affects the
results rolled on the block dice.

Jump Up

A player with this skill may stand up for free at the start of any
action; he does not have to pay three squares of movement. This means that the player can
take a block action even when he is prone, because he can stand up for free at t he start
of the action.

Leap

A player with the leap skill is allowed to attempt to jump over an
adjacent square, even if it is occupied by a knocked over or standing player from either
team. Making a leap costs the player two squares of his normal movement. In order to make
the leap, move the player to any empty square adjacent to the square that they are jumping
over, and then make an agility roll for the player. No modifiers apply to this dice roll
at all.

If the player successfully makes the dice roll then they make a perfect
jump and may carry on moving (and may leap again if they have enough movement left). If
the player fails the agility roll then he falls over in the square that he was leaping to,
and the opposing coach may make an Armour roll to see if he was injured. A failed leap
counts as a turnover, and the moving teams turn ends immediately.

Right Stuff

A player with this skill may be thrown by a large monster with the
Throw Team Mate skill. This skill may only be used by players with a strength of 2 or
less.

Side Step

A player with this skill is an expert at stepping neatly out of the way
of an attacker. To represent this ability, his coach may choose which square the player is
moved to when he is pushed back, rather than the opposing coach. Furthermore, the coach
may choose to move the player to any adjacent square, not just the three squares shown on
the push back diagram. Note that the coach may choose which square the player is moved to
even if the player is knocked over after the pushback.

Note that Side Step may only be used to step
into an unoccupied square, if there
are no unoccupied square adjacent to the player the skill may not be used.

Sprint

The player may attempt to move up to three extra squares rather than
the normal two. Their coach must still roll to see if the player falls over in each extra
square he enters.

Sure Feet

The player may re-roll the dice if he falls over when trying to move an
extra square.

Last updated 04/12/2001
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